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RE: Economy demystified

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RE: Economy demystified - 6/13/2011 6:33:15 PM   

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AFAIK nothing built outside of a colony is currently allowed to be upgraded in anyway.

very well put and entirely correct


...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to cookie monster)
Post #: 31
RE: Economy demystified - 6/14/2011 2:44:59 PM   

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From: Earth, Sol
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Yeah, checked it.

Nothing upgrades.
From about 250 small freighters, 200 are totally inefficient (fuel) and slow ones using old caslon reactors.

I have no idea how to get rid of them.

But the worst part is, that the mining stations do not upgrade, escpecially the gas mining ones.
So I have lots of gas mining stations using only 2 extractors, while the more recent ones use 6 extractors and the next version will prob upgrade to 8 gas extractors.

I have a valuable system right in the middle of 7 empires, which are constantly at war. Guess where their fleets get their fuel from... I should put a commerce center on my gas mining stations (does this effect the profit?).
Needless to say, my freighters around this system are not quite oversupplied with fuel...

(in reply to Data)
Post #: 32
RE: Economy demystified - 6/14/2011 2:52:27 PM   
cookie monster

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I once made a new design for freighters and they were incredibly slow to retrofit to it.

My guess is it's broke, but I would prefer that someone confirms.

If you like micromanagement you can via the editor delete the obsolete freighter/gas station and place your latest design there. You lose the resources in the cargo bay though.

Commerce centers effect profit, check the galactopedia.

If your freighters are lacking fuel in a sector cos of reserved fuel for trading put a resupply ship there.

(in reply to Locarnus)
Post #: 33
RE: Economy demystified - 6/14/2011 6:12:18 PM   

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From: Europe, Terra
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If you have a good space port network you can get rid of old freighter by opening the Ships and Bases screen, navigating to freighter, selecting them all using shift+arrow keys and then clicking scrap. The downside is that if you had had more than about 200 freighters before you scrapped'em, your space ports will be producing them for about a year and during the first months you may have a resource distribution problem.
PS You can use this method to scrap anything else, like old mining ships, mining stations or passenger liners.
PPS This is also a quick method for disbanding fleets. Just navigate to military ships instead of freighters, sort the list by fleets, select all the ships in the fleet you want to disband and set their fleet to none.

< Message edited by Theluin -- 6/14/2011 6:21:24 PM >

(in reply to cookie monster)
Post #: 34
RE: Economy demystified - 6/14/2011 7:16:12 PM   

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This is about the only ingame option we have though retiring the ships at least recovers the resources.


...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Theluin)
Post #: 35
RE: Economy demystified - 9/2/2012 10:32:47 AM   


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The private sector now retrofits with the Legends expansion. Are there any significant other economy changes?

I'm having a difficult time reconciling the cashflow summary in the top right of the "main" screen with the detailed economy breakdown under the empire summary screen (F6). Has anyone worked out why the cashflow summary can be so far out? I'm showing large negative cashflow which never seems to drawdown my cash pile. If my cash pile does reduce it doesn't reduce by anywhere near what it should according to the large negative cashflow estimate given on my summary in the top right. The difference isn't accounted for by private sector shipbuilding activities or resort income which are shown in the Empire Summary (F6) screen.

Could the cashflow discrepancy be caused by private sector retrofitting activities? Does private sector retrofitting generate income and if so where is the income shown?

(in reply to Data)
Post #: 36
RE: Economy demystified - 9/2/2012 2:30:21 PM   

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The easiest way to explain this is :

The top Money number is your current cash on hand. Purchasing anything the state will use comes out of here.

The middle Cash flow number is dedicated to tax revenue - the total maintenance cost of all your state owned ships and bases.

The bottom Bonus Income is dedicated to freighter or passenger revenue every time an order is placed. This is a tax levy from your commerce centers. This is a point of sale purchase and will fluctuate.

Cash flow number:

If you raise taxes, you push the number towards the positive.
After you build a new ship or base or resort, the maintenance cost will be added towards the negative.

Bonus number:

Every station or port has a commerce center.
When the private sector books a delivery run it pays the commerce tax on how much profit the freighter will make. The profit is based on how much the resource currently is valued at x quantity - fuel. (I am speculating on fuel as it could be a separate order)

If the destination is owned by you:

With strategic deliveries the tax collected is minimal and with low fuel costs the private makes a very small profit.
With luxury deliveries a higher tax is collected because the private sector makes more profit.
With tourists a premium is paid at the resort.

Private sector builds:

Any private sector build or retrofit order must use your shipyards. This generates bonus income.

< Message edited by pipewrench -- 9/2/2012 2:50:34 PM >

(in reply to Sithuk)
Post #: 37
RE: Economy demystified - 6/14/2014 1:49:51 PM   

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- From what I see, retiring a ship doesn't give you any money back, only resources (all of them). Out of a half dozen ships retired, I only once seemed to get something back : 25 credits (about 5,7% of the ship's cost) - bonus income displayed +13.

- Scrapping a ship doesn't give you anything, even if it was over one of your planets.

- I couldn't find a way to retire a Construction ship at a planet, even though it was built there.

- Money is generated by population about every 37 days (about 1/10 of a year).
- State seemed to get only about 1/4 (+2.5%) of the displayed Leader colony income bonus (+10%) (while Private seemed to get the whole 10%).

- Ship maintenance costs are paid about every 73 days (about 1/5 of a year).

- Ship maintenance cost displayed in the design screen is the yearly maintenance cost. It seems to be about 30%-40% of ship cost. Exploration ships and Construction ships seem to actually cost 20% less in maintenance than displayed in the design screens. (Small Space Ports cost the amount displayed.)

- Pirate "protection" costs are paid about every 73 days (about 1/5 of a year).

(in reply to pipewrench)
Post #: 38
RE: Economy demystified - 6/14/2014 5:54:56 PM   

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From: Boulder, CO
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- Pirate "protection" costs are paid about every 73 days (about 1/5 of a year).

As accurate, very helpful to know. Can watch that timing closely and cancel the protection agreement before the succeeding tranche gets paid out.

(in reply to BlueTemplar)
Post #: 39
RE: Economy demystified - 6/14/2014 6:29:20 PM   

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Though you also have to pay the monthly (not 72 days') amount straight away.

(in reply to FingNewGuy)
Post #: 40
RE: Economy demystified - 6/14/2014 6:33:23 PM   

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OK! Thanks for the clarification.

(in reply to BlueTemplar)
Post #: 41
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